Table of Contents

Class GravitasQuery3DService

Namespace
Gravitas.Queries
Assembly
Gravitas.dll

Owns batched 3D query behavior for one GravitasWorldContext.

public sealed class GravitasQuery3DService
Inheritance
GravitasQuery3DService
Inherited Members

Constructors

GravitasQuery3DService(GravitasWorldContext)

Initializes a new raycast service for the supplied context.

public GravitasQuery3DService(GravitasWorldContext context)

Parameters

context GravitasWorldContext

The owning world context.

Properties

CircleVersion

Gets the context-local partition-traversed sphere/cone deduplication version.

public uint CircleVersion { get; }

Property Value

uint

Context

Gets the owning world context.

public GravitasWorldContext Context { get; }

Property Value

GravitasWorldContext

LastBatchCandidateCount

Gets the summed candidate count reported by the last 3D batch query call.

public int LastBatchCandidateCount { get; }

Property Value

int

LastBatchHitCount

Gets the number of hits accepted by the last 3D batch query call.

public int LastBatchHitCount { get; }

Property Value

int

LastBatchRequestCount

Gets the number of requests processed by the last 3D batch query call.

public int LastBatchRequestCount { get; }

Property Value

int

RaycastVersion

Gets the context-local raycast/sweep query version.

public uint RaycastVersion { get; }

Property Value

uint

Methods

OverlapCircle(Vector3d, Fixed64, out Physics3DHit, PhysicsLayerMask)

Finds the closest collider whose complete X/Z projection overlaps the supplied circle. The query position's Y component does not affect classification.

public bool OverlapCircle(Vector3d position, Fixed64 radius, out Physics3DHit raycastHit, PhysicsLayerMask layerMask)

Parameters

position Vector3d
radius Fixed64
raycastHit Physics3DHit
layerMask PhysicsLayerMask

Returns

bool

OverlapCircleAll(Vector3d, Fixed64, PhysicsLayerMask, SwiftList<Physics3DHit>)

Finds all colliders whose complete X/Z projections overlap the supplied circle. The query position's Y component does not affect classification.

public int OverlapCircleAll(Vector3d position, Fixed64 radius, PhysicsLayerMask layerMask, SwiftList<Physics3DHit> results)

Parameters

position Vector3d
radius Fixed64
layerMask PhysicsLayerMask
results SwiftList<Physics3DHit>

Returns

int

OverlapCircleAllBatch(ReadOnlySpan<PhysicsOverlapCircle3DRequest>, SwiftList<Physics3DHit>, Span<PhysicsQueryHitRange>)

Executes multiple 3D X/Z circle overlaps and appends all hits into one caller-owned hit buffer.

public int OverlapCircleAllBatch(ReadOnlySpan<PhysicsOverlapCircle3DRequest> requests, SwiftList<Physics3DHit> hits, Span<PhysicsQueryHitRange> ranges)

Parameters

requests ReadOnlySpan<PhysicsOverlapCircle3DRequest>
hits SwiftList<Physics3DHit>
ranges Span<PhysicsQueryHitRange>

Returns

int

OverlapCircleBatch(ReadOnlySpan<PhysicsOverlapCircle3DRequest>, Span<Physics3DHit>)

Executes multiple 3D X/Z circle overlaps and writes one closest-hit slot per request.

public int OverlapCircleBatch(ReadOnlySpan<PhysicsOverlapCircle3DRequest> requests, Span<Physics3DHit> closestHits)

Parameters

requests ReadOnlySpan<PhysicsOverlapCircle3DRequest>
closestHits Span<Physics3DHit>

Returns

int

OverlapCircleInDirection(Vector3d, Fixed64, Vector3d, out Physics3DHit, Fixed64, PhysicsLayerMask)

Finds the closest projected-circle overlap whose exact separation lies in the supplied X/Z direction and whose rounded distance is within the supplied limit. Containment is admitted in every direction, and the query position's Y component is ignored.

public bool OverlapCircleInDirection(Vector3d position, Fixed64 radius, Vector3d direction, out Physics3DHit raycastHit, Fixed64 maxDistance, PhysicsLayerMask layerMask)

Parameters

position Vector3d
radius Fixed64
direction Vector3d
raycastHit Physics3DHit
maxDistance Fixed64
layerMask PhysicsLayerMask

Returns

bool

OverlapCircleInDirectionBatch(ReadOnlySpan<PhysicsOverlapCircleInDirection3DRequest>, Span<Physics3DHit>)

Executes multiple directional 3D X/Z projected-circle overlaps and writes one closest-hit slot per request.

public int OverlapCircleInDirectionBatch(ReadOnlySpan<PhysicsOverlapCircleInDirection3DRequest> requests, Span<Physics3DHit> closestHits)

Parameters

requests ReadOnlySpan<PhysicsOverlapCircleInDirection3DRequest>
closestHits Span<Physics3DHit>

Returns

int

OverlapCone(Vector3d, Vector3d, Fixed64, Fixed64, out Physics3DHit, PhysicsLayerMask)

Finds the closest collider whose surface intersects an apex-origin directional cone volume.

public bool OverlapCone(Vector3d origin, Vector3d direction, Fixed64 length, Fixed64 endRadius, out Physics3DHit hit, PhysicsLayerMask layerMask)

Parameters

origin Vector3d
direction Vector3d
length Fixed64
endRadius Fixed64
hit Physics3DHit
layerMask PhysicsLayerMask

Returns

bool

OverlapConeAll(Vector3d, Vector3d, Fixed64, Fixed64, PhysicsLayerMask, SwiftList<Physics3DHit>)

Writes all colliders whose surfaces intersect an apex-origin directional cone volume into caller-owned storage.

public int OverlapConeAll(Vector3d origin, Vector3d direction, Fixed64 length, Fixed64 endRadius, PhysicsLayerMask layerMask, SwiftList<Physics3DHit> results)

Parameters

origin Vector3d
direction Vector3d
length Fixed64
endRadius Fixed64
layerMask PhysicsLayerMask
results SwiftList<Physics3DHit>

Returns

int

OverlapConeAllBatch(ReadOnlySpan<PhysicsOverlapCone3DRequest>, SwiftList<Physics3DHit>, Span<PhysicsQueryHitRange>)

Executes multiple directional cone-volume overlaps and appends all hits into one caller-owned hit buffer.

public int OverlapConeAllBatch(ReadOnlySpan<PhysicsOverlapCone3DRequest> requests, SwiftList<Physics3DHit> hits, Span<PhysicsQueryHitRange> ranges)

Parameters

requests ReadOnlySpan<PhysicsOverlapCone3DRequest>
hits SwiftList<Physics3DHit>
ranges Span<PhysicsQueryHitRange>

Returns

int

OverlapConeBatch(ReadOnlySpan<PhysicsOverlapCone3DRequest>, Span<Physics3DHit>)

Executes multiple directional cone-volume overlaps and writes one closest-hit slot per request.

public int OverlapConeBatch(ReadOnlySpan<PhysicsOverlapCone3DRequest> requests, Span<Physics3DHit> closestHits)

Parameters

requests ReadOnlySpan<PhysicsOverlapCone3DRequest>
closestHits Span<Physics3DHit>

Returns

int

Raycast(Vector3d, Vector3d, Fixed64, out Physics3DHit, PhysicsLayerMask)

Performs a raycast from an origin in a direction up to a maximum distance.

public bool Raycast(Vector3d origin, Vector3d direction, Fixed64 maxDistance, out Physics3DHit raycastHit, PhysicsLayerMask layerMask)

Parameters

origin Vector3d
direction Vector3d
maxDistance Fixed64
raycastHit Physics3DHit
layerMask PhysicsLayerMask

Returns

bool

RaycastAll(Vector3d, Vector3d, PhysicsLayerMask, SwiftList<Physics3DHit>)

Executes a raycast between two points and writes hits from closest to farthest into caller-owned storage.

public int RaycastAll(Vector3d start3d, Vector3d end3d, PhysicsLayerMask layerMask, SwiftList<Physics3DHit> results)

Parameters

start3d Vector3d
end3d Vector3d
layerMask PhysicsLayerMask
results SwiftList<Physics3DHit>

Returns

int

RaycastAllBatch(ReadOnlySpan<PhysicsRaycast3DRequest>, SwiftList<Physics3DHit>, Span<PhysicsQueryHitRange>)

Executes multiple 3D segment raycasts and appends all hits into one caller-owned hit buffer.

public int RaycastAllBatch(ReadOnlySpan<PhysicsRaycast3DRequest> requests, SwiftList<Physics3DHit> hits, Span<PhysicsQueryHitRange> ranges)

Parameters

requests ReadOnlySpan<PhysicsRaycast3DRequest>
hits SwiftList<Physics3DHit>
ranges Span<PhysicsQueryHitRange>

Returns

int

The number of hits written to hits.

RaycastBatch(ReadOnlySpan<PhysicsRaycast3DRequest>, Span<Physics3DHit>)

Executes multiple 3D segment raycasts and writes one closest-hit slot per request.

public int RaycastBatch(ReadOnlySpan<PhysicsRaycast3DRequest> requests, Span<Physics3DHit> closestHits)

Parameters

requests ReadOnlySpan<PhysicsRaycast3DRequest>
closestHits Span<Physics3DHit>

Returns

int

The number of requests that produced a hit.

Reset()

Resets context-local raycast query buffers.

public void Reset()

SweepCapsule(LSCapsuleCollider, Vector3d, PhysicsLayerMask, out Physics3DHit, LSCollider?, bool)

Sweeps a capsule source by displacement and returns the closest 3D target hit.

public bool SweepCapsule(LSCapsuleCollider source, Vector3d displacement, PhysicsLayerMask layerMask, out Physics3DHit sweepHit, LSCollider? excludedCollider = null, bool includeTriggers = true)

Parameters

source LSCapsuleCollider
displacement Vector3d
layerMask PhysicsLayerMask
sweepHit Physics3DHit
excludedCollider LSCollider
includeTriggers bool

Returns

bool

SweepCapsuleAll(LSCapsuleCollider, Vector3d, PhysicsLayerMask, SwiftList<Physics3DHit>, LSCollider?, bool)

Writes all 3D targets hit by sweeping a capsule source into caller-owned storage.

public int SweepCapsuleAll(LSCapsuleCollider source, Vector3d displacement, PhysicsLayerMask layerMask, SwiftList<Physics3DHit> results, LSCollider? excludedCollider = null, bool includeTriggers = true)

Parameters

source LSCapsuleCollider
displacement Vector3d
layerMask PhysicsLayerMask
results SwiftList<Physics3DHit>
excludedCollider LSCollider
includeTriggers bool

Returns

int

SweepCapsuleAllBatch(ReadOnlySpan<PhysicsSweepCapsule3DRequest>, SwiftList<Physics3DHit>, Span<PhysicsQueryHitRange>)

Executes multiple registered capsule-source sweeps and appends all hits into one caller-owned hit buffer.

public int SweepCapsuleAllBatch(ReadOnlySpan<PhysicsSweepCapsule3DRequest> requests, SwiftList<Physics3DHit> hits, Span<PhysicsQueryHitRange> ranges)

Parameters

requests ReadOnlySpan<PhysicsSweepCapsule3DRequest>
hits SwiftList<Physics3DHit>
ranges Span<PhysicsQueryHitRange>

Returns

int

SweepCapsuleBatch(ReadOnlySpan<PhysicsSweepCapsule3DRequest>, Span<Physics3DHit>)

Executes multiple registered capsule-source sweeps and writes one closest-hit slot per request.

public int SweepCapsuleBatch(ReadOnlySpan<PhysicsSweepCapsule3DRequest> requests, Span<Physics3DHit> closestHits)

Parameters

requests ReadOnlySpan<PhysicsSweepCapsule3DRequest>
closestHits Span<Physics3DHit>

Returns

int

SweepCompound(LSCompoundCollider, Vector3d, PhysicsLayerMask, out Physics3DHit, LSCollider?, bool)

Sweeps an authored compound source by displacement and returns the closest 3D target hit.

public bool SweepCompound(LSCompoundCollider source, Vector3d displacement, PhysicsLayerMask layerMask, out Physics3DHit sweepHit, LSCollider? excludedCollider = null, bool includeTriggers = true)

Parameters

source LSCompoundCollider
displacement Vector3d
layerMask PhysicsLayerMask
sweepHit Physics3DHit
excludedCollider LSCollider
includeTriggers bool

Returns

bool

SweepCompoundAll(LSCompoundCollider, Vector3d, PhysicsLayerMask, SwiftList<Physics3DHit>, LSCollider?, bool)

Writes all 3D targets hit by sweeping an authored compound source into caller-owned storage.

public int SweepCompoundAll(LSCompoundCollider source, Vector3d displacement, PhysicsLayerMask layerMask, SwiftList<Physics3DHit> results, LSCollider? excludedCollider = null, bool includeTriggers = true)

Parameters

source LSCompoundCollider
displacement Vector3d
layerMask PhysicsLayerMask
results SwiftList<Physics3DHit>
excludedCollider LSCollider
includeTriggers bool

Returns

int

SweepCompoundAllBatch(ReadOnlySpan<PhysicsSweepCompound3DRequest>, SwiftList<Physics3DHit>, Span<PhysicsQueryHitRange>)

Executes multiple registered compound-source sweeps and appends all hits into one caller-owned hit buffer.

public int SweepCompoundAllBatch(ReadOnlySpan<PhysicsSweepCompound3DRequest> requests, SwiftList<Physics3DHit> hits, Span<PhysicsQueryHitRange> ranges)

Parameters

requests ReadOnlySpan<PhysicsSweepCompound3DRequest>
hits SwiftList<Physics3DHit>
ranges Span<PhysicsQueryHitRange>

Returns

int

SweepCompoundBatch(ReadOnlySpan<PhysicsSweepCompound3DRequest>, Span<Physics3DHit>)

Executes multiple registered compound-source sweeps and writes one closest-hit slot per request.

public int SweepCompoundBatch(ReadOnlySpan<PhysicsSweepCompound3DRequest> requests, Span<Physics3DHit> closestHits)

Parameters

requests ReadOnlySpan<PhysicsSweepCompound3DRequest>
closestHits Span<Physics3DHit>

Returns

int

SweepCone(LSConeCollider, Vector3d, PhysicsLayerMask, out Physics3DHit, LSCollider?, bool)

Sweeps a finite-cone source by displacement and returns the closest 3D target hit.

public bool SweepCone(LSConeCollider source, Vector3d displacement, PhysicsLayerMask layerMask, out Physics3DHit sweepHit, LSCollider? excludedCollider = null, bool includeTriggers = true)

Parameters

source LSConeCollider
displacement Vector3d
layerMask PhysicsLayerMask
sweepHit Physics3DHit
excludedCollider LSCollider
includeTriggers bool

Returns

bool

SweepConeAll(LSConeCollider, Vector3d, PhysicsLayerMask, SwiftList<Physics3DHit>, LSCollider?, bool)

Writes all 3D targets hit by sweeping a finite-cone source into caller-owned storage.

public int SweepConeAll(LSConeCollider source, Vector3d displacement, PhysicsLayerMask layerMask, SwiftList<Physics3DHit> results, LSCollider? excludedCollider = null, bool includeTriggers = true)

Parameters

source LSConeCollider
displacement Vector3d
layerMask PhysicsLayerMask
results SwiftList<Physics3DHit>
excludedCollider LSCollider
includeTriggers bool

Returns

int

SweepConeAllBatch(ReadOnlySpan<PhysicsSweepCone3DRequest>, SwiftList<Physics3DHit>, Span<PhysicsQueryHitRange>)

Executes multiple registered cone-source sweeps and appends all hits into one caller-owned hit buffer.

public int SweepConeAllBatch(ReadOnlySpan<PhysicsSweepCone3DRequest> requests, SwiftList<Physics3DHit> hits, Span<PhysicsQueryHitRange> ranges)

Parameters

requests ReadOnlySpan<PhysicsSweepCone3DRequest>
hits SwiftList<Physics3DHit>
ranges Span<PhysicsQueryHitRange>

Returns

int

SweepConeBatch(ReadOnlySpan<PhysicsSweepCone3DRequest>, Span<Physics3DHit>)

Executes multiple registered cone-source sweeps and writes one closest-hit slot per request.

public int SweepConeBatch(ReadOnlySpan<PhysicsSweepCone3DRequest> requests, Span<Physics3DHit> closestHits)

Parameters

requests ReadOnlySpan<PhysicsSweepCone3DRequest>
closestHits Span<Physics3DHit>

Returns

int

SweepConvexMesh(LSMeshCollider, Vector3d, PhysicsLayerMask, out Physics3DHit, LSCollider?, bool)

Sweeps a convex mesh source by displacement and returns the closest 3D target hit.

public bool SweepConvexMesh(LSMeshCollider source, Vector3d displacement, PhysicsLayerMask layerMask, out Physics3DHit sweepHit, LSCollider? excludedCollider = null, bool includeTriggers = true)

Parameters

source LSMeshCollider
displacement Vector3d
layerMask PhysicsLayerMask
sweepHit Physics3DHit
excludedCollider LSCollider
includeTriggers bool

Returns

bool

SweepConvexMeshAll(LSMeshCollider, Vector3d, PhysicsLayerMask, SwiftList<Physics3DHit>, LSCollider?, bool)

Writes all 3D targets hit by sweeping a convex mesh source into caller-owned storage.

public int SweepConvexMeshAll(LSMeshCollider source, Vector3d displacement, PhysicsLayerMask layerMask, SwiftList<Physics3DHit> results, LSCollider? excludedCollider = null, bool includeTriggers = true)

Parameters

source LSMeshCollider
displacement Vector3d
layerMask PhysicsLayerMask
results SwiftList<Physics3DHit>
excludedCollider LSCollider
includeTriggers bool

Returns

int

SweepConvexMeshAllBatch(ReadOnlySpan<PhysicsSweepConvexMesh3DRequest>, SwiftList<Physics3DHit>, Span<PhysicsQueryHitRange>)

Executes multiple registered convex mesh-source sweeps and appends all hits into one caller-owned hit buffer.

public int SweepConvexMeshAllBatch(ReadOnlySpan<PhysicsSweepConvexMesh3DRequest> requests, SwiftList<Physics3DHit> hits, Span<PhysicsQueryHitRange> ranges)

Parameters

requests ReadOnlySpan<PhysicsSweepConvexMesh3DRequest>
hits SwiftList<Physics3DHit>
ranges Span<PhysicsQueryHitRange>

Returns

int

SweepConvexMeshBatch(ReadOnlySpan<PhysicsSweepConvexMesh3DRequest>, Span<Physics3DHit>)

Executes multiple registered convex mesh-source sweeps and writes one closest-hit slot per request.

public int SweepConvexMeshBatch(ReadOnlySpan<PhysicsSweepConvexMesh3DRequest> requests, Span<Physics3DHit> closestHits)

Parameters

requests ReadOnlySpan<PhysicsSweepConvexMesh3DRequest>
closestHits Span<Physics3DHit>

Returns

int

SweepCuboid(LSCuboidCollider, Vector3d, PhysicsLayerMask, out Physics3DHit, LSCollider?, bool)

Sweeps a cuboid source by displacement and returns the closest 3D target hit.

public bool SweepCuboid(LSCuboidCollider source, Vector3d displacement, PhysicsLayerMask layerMask, out Physics3DHit sweepHit, LSCollider? excludedCollider = null, bool includeTriggers = true)

Parameters

source LSCuboidCollider
displacement Vector3d
layerMask PhysicsLayerMask
sweepHit Physics3DHit
excludedCollider LSCollider
includeTriggers bool

Returns

bool

SweepCuboidAll(LSCuboidCollider, Vector3d, PhysicsLayerMask, SwiftList<Physics3DHit>, LSCollider?, bool)

Writes all 3D targets hit by sweeping a cuboid source into caller-owned storage.

public int SweepCuboidAll(LSCuboidCollider source, Vector3d displacement, PhysicsLayerMask layerMask, SwiftList<Physics3DHit> results, LSCollider? excludedCollider = null, bool includeTriggers = true)

Parameters

source LSCuboidCollider
displacement Vector3d
layerMask PhysicsLayerMask
results SwiftList<Physics3DHit>
excludedCollider LSCollider
includeTriggers bool

Returns

int

SweepCuboidAllBatch(ReadOnlySpan<PhysicsSweepCuboid3DRequest>, SwiftList<Physics3DHit>, Span<PhysicsQueryHitRange>)

Executes multiple registered cuboid-source sweeps and appends all hits into one caller-owned hit buffer.

public int SweepCuboidAllBatch(ReadOnlySpan<PhysicsSweepCuboid3DRequest> requests, SwiftList<Physics3DHit> hits, Span<PhysicsQueryHitRange> ranges)

Parameters

requests ReadOnlySpan<PhysicsSweepCuboid3DRequest>
hits SwiftList<Physics3DHit>
ranges Span<PhysicsQueryHitRange>

Returns

int

SweepCuboidBatch(ReadOnlySpan<PhysicsSweepCuboid3DRequest>, Span<Physics3DHit>)

Executes multiple registered cuboid-source sweeps and writes one closest-hit slot per request.

public int SweepCuboidBatch(ReadOnlySpan<PhysicsSweepCuboid3DRequest> requests, Span<Physics3DHit> closestHits)

Parameters

requests ReadOnlySpan<PhysicsSweepCuboid3DRequest>
closestHits Span<Physics3DHit>

Returns

int

SweepCylinder(LSCylinderCollider, Vector3d, PhysicsLayerMask, out Physics3DHit, LSCollider?, bool)

Sweeps a finite-cylinder source by displacement and returns the closest 3D target hit.

public bool SweepCylinder(LSCylinderCollider source, Vector3d displacement, PhysicsLayerMask layerMask, out Physics3DHit sweepHit, LSCollider? excludedCollider = null, bool includeTriggers = true)

Parameters

source LSCylinderCollider
displacement Vector3d
layerMask PhysicsLayerMask
sweepHit Physics3DHit
excludedCollider LSCollider
includeTriggers bool

Returns

bool

SweepCylinderAll(LSCylinderCollider, Vector3d, PhysicsLayerMask, SwiftList<Physics3DHit>, LSCollider?, bool)

Writes all 3D targets hit by sweeping a finite-cylinder source into caller-owned storage.

public int SweepCylinderAll(LSCylinderCollider source, Vector3d displacement, PhysicsLayerMask layerMask, SwiftList<Physics3DHit> results, LSCollider? excludedCollider = null, bool includeTriggers = true)

Parameters

source LSCylinderCollider
displacement Vector3d
layerMask PhysicsLayerMask
results SwiftList<Physics3DHit>
excludedCollider LSCollider
includeTriggers bool

Returns

int

SweepCylinderAllBatch(ReadOnlySpan<PhysicsSweepCylinder3DRequest>, SwiftList<Physics3DHit>, Span<PhysicsQueryHitRange>)

Executes multiple registered cylinder-source sweeps and appends all hits into one caller-owned hit buffer.

public int SweepCylinderAllBatch(ReadOnlySpan<PhysicsSweepCylinder3DRequest> requests, SwiftList<Physics3DHit> hits, Span<PhysicsQueryHitRange> ranges)

Parameters

requests ReadOnlySpan<PhysicsSweepCylinder3DRequest>
hits SwiftList<Physics3DHit>
ranges Span<PhysicsQueryHitRange>

Returns

int

SweepCylinderBatch(ReadOnlySpan<PhysicsSweepCylinder3DRequest>, Span<Physics3DHit>)

Executes multiple registered cylinder-source sweeps and writes one closest-hit slot per request.

public int SweepCylinderBatch(ReadOnlySpan<PhysicsSweepCylinder3DRequest> requests, Span<Physics3DHit> closestHits)

Parameters

requests ReadOnlySpan<PhysicsSweepCylinder3DRequest>
closestHits Span<Physics3DHit>

Returns

int

SweepSphere(Vector3d, Fixed64, Vector3d, Fixed64, out Physics3DHit, PhysicsLayerMask, LSCollider?)

Sweeps a sphere from an origin in a direction up to a maximum distance and returns the closest hit.

public bool SweepSphere(Vector3d origin, Fixed64 radius, Vector3d direction, Fixed64 maxDistance, out Physics3DHit sweepHit, PhysicsLayerMask layerMask, LSCollider? excludedCollider = null)

Parameters

origin Vector3d
radius Fixed64
direction Vector3d
maxDistance Fixed64
sweepHit Physics3DHit
layerMask PhysicsLayerMask
excludedCollider LSCollider

Returns

bool

SweepSphereAll(Vector3d, Vector3d, Fixed64, PhysicsLayerMask, SwiftList<Physics3DHit>, LSCollider?)

Sweeps a sphere between two points and writes hits from closest to farthest into caller-owned storage.

public int SweepSphereAll(Vector3d start3d, Vector3d end3d, Fixed64 radius, PhysicsLayerMask layerMask, SwiftList<Physics3DHit> results, LSCollider? excludedCollider = null)

Parameters

start3d Vector3d
end3d Vector3d
radius Fixed64
layerMask PhysicsLayerMask
results SwiftList<Physics3DHit>
excludedCollider LSCollider

Returns

int

SweepSphereAllBatch(ReadOnlySpan<PhysicsSweepSphere3DRequest>, SwiftList<Physics3DHit>, Span<PhysicsQueryHitRange>)

Executes multiple 3D swept-sphere queries and appends all hits into one caller-owned hit buffer.

public int SweepSphereAllBatch(ReadOnlySpan<PhysicsSweepSphere3DRequest> requests, SwiftList<Physics3DHit> hits, Span<PhysicsQueryHitRange> ranges)

Parameters

requests ReadOnlySpan<PhysicsSweepSphere3DRequest>
hits SwiftList<Physics3DHit>
ranges Span<PhysicsQueryHitRange>

Returns

int

SweepSphereBatch(ReadOnlySpan<PhysicsSweepSphere3DRequest>, Span<Physics3DHit>)

Executes multiple 3D swept-sphere queries and writes one closest-hit slot per request.

public int SweepSphereBatch(ReadOnlySpan<PhysicsSweepSphere3DRequest> requests, Span<Physics3DHit> closestHits)

Parameters

requests ReadOnlySpan<PhysicsSweepSphere3DRequest>
closestHits Span<Physics3DHit>

Returns

int